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Shell Shot
Solo Developed with Unity (Game Designer)
2D Top-Down Arcade Shooter/Survival
Created 2D player character with thrust and rotating movement, shooting abilities, level up and upgrade system, enemies and a game object to spawn them. Utilized game balancing for steady difficulty and advancement progression.
Shell Shot Design Process
Play Game
Project type
2D Top- Down Shooter Survival Arcade
Created With
Unity
Date
August 2026

01
Shell Shot
01

02
Oyster Launches Pearl
The player is executing the pearl shooting command. The (pearl) game object is being instantiated, and force is added to its rigid body. You will also see the crab's death, score and XP increase, and the pearl progress UI empty and begin to smoothly fill.

03
Pearl Refill Coroutine
This is the IEnumerator and Coroutine setup up to smoothly fill the pearl charge UI overtime and reset the player's shoot ability with a Boolean. It uses the elapsed time/ chargeTime (float) variables to refill.

04
Oyster Movement Code C#
This is logic for rotating and forward movement in the player script. Here you can see the .1f clamp value to ensure the player is drifting at all times.

05
Crab Spawn and Game Over Screen
You can see a crab spawn on the red seaweed and begin animating before moving. They cannot hurt the player until 2 seconds after they spawn to allow grace for the player if crossing directly over when spawning.
The death screen also has an animation and displays the current and saved high score.
The death screen also has an animation and displays the current and saved high score.

06
Level Up & Upgrade
Level up when gaining enough XP and earn the ability to choose 1/3 upgrades.

07
Invulnerability Frames
Here you can see the player run into a crab and begin to blink visibility for about 2 seconds. During this time the player cannot be hurt or lose another life. You can see a shell in the top-left disappearing to represent the loss of a life.
The crabs also stop for 3 seconds when colliding with the player, whether the player is vulnerable or not to allow for more forgiveness when trying to escape hordes.
The crabs also stop for 3 seconds when colliding with the player, whether the player is vulnerable or not to allow for more forgiveness when trying to escape hordes.

08
Shell Shot Menu
Main menu setup including animations created to liven up the game.

09
Oyster Player
This is the character I drew on Krita to represent the player.

10
Crab
This is the character I drew on Krita to represent the crabs. The crab was animated in Unity.
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